DiabloOvermind's Recent Forum Activity

  • (problems corrected, somehow figured out thinking about it during the day, and you confirmed it, thank you ! Before, I was using a "else" condition for every sub event, but it did not work. Now everything is fine !)

    For "latency" I was referencing to the very small window of time on which you see frame 0 of any loot spawned, you know, like every time it spawns, you see it being a green shield for like 1 frame, and then it transforms into the actual loot. Anyway around this ? It didn't happen before, it might be because there are too many events ?

    Speaking of events, do you think there would be anyway to reduce the number of events ?

    In my actual game, there is gonna be much more than 3 equipment slots, like maybe 8-10. This is gonna create a sh**ton of events, and I don't think I can use families to generalize events, since Every single equipment slot is unique.

    (EDIT : If I swap the logic between rarity and loot type, the frames representing loot will be "grouped" by type and not by rarity, allowing to make checks when dragging just by saying "if loot frame is between X and Y, equip it" coupled with "if loot frame if inferior to X, don't equip" and "if loot frame is over Y, don't equip". Should save dozens of events !)

    Thank you for your reply, kind sir.

  • Well im sorry man, I tried it myself too, and indeed it didnt work. I thought using the enemy UID (which is a different number for every single enemy) would make them all shoot at different times, but it takes every single enemy instead of all of them separately.

    I think a good way around would be to use the 'pick' system event. But I am myself struggling with this command. But this must be your solution, try to modify your sub event by adding a 'pick' condition to it, and experiment with it, you should end up finding your solution.

    Sorry I couldnt help.

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  • Here's my take on this :

    1) Create a sprite

    2) set a global variable named "ProgressValue" or anything you want

    3) every tick => set height of "sprite" to "ProgressValue" (you can make something like *2, *5 or whatever to make the bar bigger than 100pixels.

    4) if you want some color, just edit frames of your sprite to the colors you want, lets say green and red, and then :

    5) Event : If "ProgressValue" < or = 25 => set Sprite animation to frame "1", where frame 1 corresponds to the color you want, in this case I would guess red.

    6) Event : If "ProgressValue" > 25 => set Sprite animation to frame "0", where frame 0 corresponds to the color you want, in this case I would guess green.

  • The problem is it depends of the type of cheat : if its the type of cheat that can outright modify your event sheet in some way, theres no way you can do anything against it.

    As I am not an expert at all in security, the most likely answer I could give you would be to crypt your game data and any information related to it in your server(s), so people cannot read it without cracking the code before.

  • Might be a stupid answer (im a very basic user), but you could try to use the UID of your enemies to make their shooting frequency look "random", try to use this maybe ?

    Enemy has Player in LOS

    --System : Every "EnemyUIDvalue+somethingrandom" => Spawn bullet

    What do you think ?

  • Hi guys

    Here is a loot system i'm trying to make for my game.

    There's a couple of issues I cannot fix :

    Microsecond of latency when generating loot...

    cannot get items to come back to original position when trying to equip them on wrong slot...

    items are swapping even if the swap results in some items being on a slot they are not supposed to be...

    maybe more, who knows !

    No joke, i've been working on this single file for about 10 hours straight, but this can bee explained by my close to 0 experience with the software.

    Here is the CAPX file.

    https://www.dropbox.com/s/flfplgsn7xwiayl/Loot%20Tests.capx?dl=0

    Hopefully some of you guys can help me ! Thank you very much !

  • Last bump : I DID IT !!

    I followed blackhornet 's capx, but at first I chose the base event to be "on bullet spawned" instead of "on turret shoot" But now its all good, now I have to redo everything on the actual game -_- but im very happy, thank you very much guys !

    99Instances2Go => figured that out litterally 2 minutes ago

  • Hey guys, bump.

    Tried several things, and could not get the game to pick the right bullets.

    Here is my capx file : dropbox.com/s/yd6i2sm4u2mh8 ... .capx?dl=0

    click the tower to select it, then you can upgrade it clicking "upgrade" button. You can also create new instances of the same tower by clicking "create".

    I need the bullets coming from each different instances of the same turret to have different damage values.

    ANy help would be greatly appreciated. Thank you <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    EDIT : cannot post urls... heres printscreen instead :

  • Why so difficult ?

    Upgrade the towers. Including an instance variable for damage done by a bullet. Bullet has instance variable damage.

    Right after spawning the bullet set its instance variable to the (up-gradable one) from the tower.

    Compare on impact.

    This would make sense if I only had a single tower, no ?

    If I create additionnal similar towers once the game is launched, I need to associate bullets to their parents tower in order to make a difference between bullet powers, fired by different towers with different power values. Im working on this right now.

  • Hi blackhornet

    Thank you so much for your reply ! I had a look on the finished product without looking a lot at the events yet, because I am trying to figure out things myself (as I wait for the answer), and Im actually pretty close !

    I managed to select any turret I want (whether it has been created before or after start of layout), I managed to upgrade the "strength" of any turret I want independently, and now I'm just starting trying to apply "instance turret strength value" to "spawned bullet from same instance tower damage value".

    However, I still have some trouble understanding the difference between "=" and "<>", but I do understand there is a difference between them, since "=" doesnt work and "<>" does work when I am clicking on a tower to select it, using a global variable "SelectedUID" set to the selected tower UID, and a boolean for towers to make the difference between a selected tower and the rest.

    Another thing I have trouble with is the difference between "pick instance BY COMPARAISON" and "pick instance BY EVALUATE"... Any light on that matter would be absolutely delighful.

    I did notice the "ParentUID" value in your event sheet, this might be the key to my upcoming challenge.

    I will try to manage this myself for now, and if I really cannot do it, I will explore your event sheet. Copying things does not mean understanding it, and if I really want to be good at using this software, I need to understand it thoroughly.

    But thank you so much for your answer, you demonstrated exactly what I wanted to do !

  • You don't need the bullets in a container. Spawn the bullet and store the turret's UID, so you can pick it again in the future when you need to reference the master object (turret).

    Hmmm Im afraid I dont quite understand that. Im very new to this software... Could you explain a little bit for me please ?

    Thank you

  • Hi SupWithThat?

    Thank you for you answer. This is a solution indeed, however this would mean having as many bullets objects as I have of levels of power, times the numbers of turret I will have in the future, which could be maybe 10 (no idea yet), resulting in hundreds of bullets and hundreds of events...

    Not suitable i'm afraid. But thanks for your reply !

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DiabloOvermind

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